The Four Lands - The Great North


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Jarth

[ooc: J., Jaroth had the shield spell up. Were those darts magic missiles? If so, shield negates magic missiles in the SRD. So, does Jaroth take damage?]

Once out of harm's way, Jaroth calls upon his magic once more. Harnessing the chaotic torrent of the storm, he calls down an ice storm as as to catch as many of the Drakarians in its area as possible without harming any of his friends.

[sblock] Damage = 8 (bludgeoning) + 5 (cold) for a total of 13 damage. All Drakarians in the 20 radius area of affect are at half movement speed.

Ice Storm
Evocation [Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes

Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A -4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).

Arcane Material Component
A pinch of dust and a few drops of water.
[/sblock]
 


AC: 15; HP: 9/26

Kellson feels the dark magic pelt him as he attempts to cast his invisibility. The pain courses through his body, burning his muscles with a heavy ache. He breathes shallow and pauses. "Huuuge mistake." He closes his eyes and twirls his wand once, transporting him a very safe distance away from this fight.

[sblock=Actions]I'm assuming the magic missiles did not disrupt his greater invisibility since they came before Kellson in initiative. So would he now be invisible? Regardless, Kellson will Dimension Door a very safe distance away: around 500ft or so. He's a little sissy.[/sblock]
 

The Cove

Anniston move to support Finnian and lashes out stiking the beast he is fighting three times. In response to Anniston the 6 remaing around the tent entrance react. The three directly in front of the tent opening turn and prepare to enage the party and flank them. The remaing one facing Vadric and Bertrand swing a wicked looking black blade at Vadric missing once and then finding his swing connect but only with a glancing blow for 3 points of damage. The two facing Anniston and Finnian reach out with the black blades and each scores a hit doing 5 points to Anniston and 6 points to Finnian. Bertrand lasses out connecting once with the fail and twice with his axe wounding the foe facing him and Vadric. The party then notices the figure (Kellson) battling the drakar on the ridge vanish from site once again after being hit by the black darts. Freeing himself from and suffering no damage from the attacks from the Ridge,Jaroth vanishs from the scene. Soon an icey blast strikes three on the western ridge. Grateful to the support offered by Anniston, Finnianmoves in to attack a foe delivering two well placed attacks.

Faintly in the background, the beat of hoofs sets the ground to trembling slightly.

For Vorian
[sblock]Arriving ahead of the horsemen, vorian see's a group of indivudal just outside a tent fighint a battle against dark robed creatures. Several additional creatures line the rim using magic against them.Roll initative[/sblock]

Next Round Please
 

Pushing aside the pain from the latest of the dark energy attacks, Vadric realizes that he needs to provide some cover for himself and his companions. The knight calls out for the aid of the Light, and immediately a thick, misty vapor arises around the party and their closest foes, obscuring the battlefield, and hiding them from the view of the Drakkar mages.




Cast obscuring mist. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Guys, also note that Vadric still has both Magic Circle vrs Evil and Bless up, and remember to add those bonuses to your attacks, AC and saves where appropriate.

[sblock=stats & spells]
Vadric Current Stats
AC 30, Fort +11, Ref +6, Wil +14
Str 14 (+2), BAB +8, HP 45/87
Warsong +17/+12 (1d8+7+1d6 fire/17-20)

Spells in Effect:
Wind Walk, duration 9 hours
Magic Vestment, duration 10 hours
Magic Circle against Evil, duration 50 minutes
Bless, duration 103 rounds
Shield of Faith, duration 104 rounds
Divine Favor, duration 15 rounds
Obscuring Mist, duration 11 minutes

[sblock=Spells Prepared]
- 0-Level (6): Detect Magic x 2, Create Water, Light x 2,
- 1st Level (7+1): Bless, Command, Remove Fear, Divine Favor, Shield of Faith, Obscuring Mist, Doom + Magic Weapon
- 2nd Level (5+1): Consecrate, Hold Person x 2, Lesser Restoration, Silence + Spiritual Weapon
- 3rd Level (5+1): Invisibility Purge, Magic Circle vrs. Evil, Searing Light, Dispel Magic x 2 + Magic Vestment
- 4th Level (4+1): Freedom of Movement, Neutralize Poison, Divine Power x 2 + Holy Smite
- 5th Level (3+1): Greater Command, Righteous Might, True Seeing + Flame Strike
- 6th Level (1+1): Blade Barrier + Wind Walk
[/sblock]
 
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Vorian the Charger

Init 7: Init
(HP 112, AC 25, F/R/W 18/6/10, for three minutes)

[sblock=For DM]
Please, reply to mail as soon as possible. Roll for delilah's spell or let me do it, may be important in combat.

Also, I'll change my actions depending if I can reach the ledge or not. If I cannot strike the casters I'll charge in the thick of things and strike in first pass as many of drakkarians as I can
[/sblock]

If Vorian can discern either darkmagic by Drakkarians or Men of Light downthere he will charge along the rim and hit as many of casters as he can, starting with the closest. Assuming he comes from the north east he charges with lance at the ready, strikes casters 11, 10 and the boy (in that order) while caster 12 gets spiritual weapon.

Depending on distance of casters from his current position he casts (in this order):
[sblock=Spells]
Bear's endurance (+4 CON, +20 HP, +2 FORT save, 3 hours),
Bull's STR (+4 STR, +2 att/dmg, 3 hours),
Magic weapon on the lance (+1 att/dmg 3 minutes),
Protection from evil (if he knows they are evil) (+2 AC and saves, 3 minutes),
Divine favor (+1 att and dmg, 1 minute),
Spiritual weapon (longsword) (att +9/+5, 1d8, 3 rounds) that attacks one of the casters not in his line of attack,

If still has time he casts magic stone (20min, 1d6+1 20' increment)and has missiles ready for this fight just in case.
[/sblock]

[sblock=Combat effects if all spells are cast]
Total: +4 to hit and damage, +2 AC, +2 saves, extra +2 Fort save, +20 HP
Lance: +16/+11/+6, (1d8+3+4 x2 for charging mount)

If he needs to pass closer then lance range (becaues of very narrow legdge or something),
he'll use Orderbringer instead:
+20/+15/+10/+5, 1d8 +7 +4 (+2d6 to chaotic)
[/sblock]



[sblock=Arrwuh]Finally, if Arrwuh appeared he is to dispel evil spell being cast (bay) and then to try and distract as many casters as he can by shadow weave. He is to protect him self as he can, stabilize those down if he can and not to take any unneccecary risks[/sblock]
 
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Kellson AC: 15; HP: 9/26

While hiding invisibly from quite a distance, Kellson will take a couple measures to ensure his safety for the now. With a wave of his wand, he feels some temporary relief swell over his body, not necessarily healing his wounds, but providing him with a greater vitality.

[sblock=Actions]Kellson will cast Extended Bear's Endurance, providing him with 18 Extra hitpoints. So he should stand at 27/44 after this. Then in the following round he will cast Extended Mage Armor, which would put him at AC 19, obviously.[/sblock]
 


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